Tag Archive for 'primcomposer'

Prim Composer 1.0 Released!

7
Jul
2008

Prim Composer 1.0 Beta 2

Prim Composer for 3ds Max

I’m happy to announce that Prim Composer for 3ds Max has been officially released and is now available for download.

Prim Composer is a complete offline builder for Second Life and OpenSim. Create regular prims and sculpts within 3ds Max and import them into either Second Life or OpenSim as linked sets. Hierarchical grouping and gizmo scaling are supported within 3ds Max.

1.0 Beta 1 was released on June 28th and Beta 2 was released a week later on July 4th. If you got Beta 1, the only changes in Beta 2 are to the Maxport importer. Additional diagnostics and safety checks were added to test for common problems such as no-build parcels, full parcels, and insufficient funds for uploading textures.

SculptGenMax is now a part of Prim Composer

Prim Composer includes the latest build of SculptGenMax which is accessible from a new top-level menu in 3ds Max. SculptGenMax will continue to be developed but it will no longer be downloadable as a separate standalone product.

Current users of SculptGenMax are encouraged to upgrade to Prim Composer as soon as possible to ensure maximum compatibility between .max files and future versions. SculptGenMax works exactly the same within Prim Composer as it did before, so you don’t need to learn anything new to get started.

Getting Started

Installing Prim Composer is straightforward, but existing SculptGenMax users will need to delete the previously installed SculptGenMax files first. See the Installation Instructions for more information.

A Guide for Prim Composer is also provided. Read this to get an overview of how it works.

If you have problems, feel free to post in the Prim Composer Support Forums.

Future

Development of Prim Composer is ongoing with many new features planned such as texturing and better integration with your Second Life inventory. Video tutorials are also coming soon.

Prim Composer Status - March 2008

14
Mar
2008

Time for a Status Report

A lot has been happening with the development of Prim Composer and I want to take a moment to bring the community up to speed. This week I’ve been surveying the current landscape of open source tools for Second Life.

Open source and SL

libsecondlife

libsecondlife
libsl

I looked at libsecondlife, of course, to see how difficult it would be to use it to automate the prim import process. Looks good. I was able to quickly set up a working development environment, although it will take some time to fully understand the library.

OpenSim

Open source grid server
OpenSim

I also dropped in on the OpenSim project and was delighted by how much it has matured. To be honest, when I first heard about OpenSim over a year ago, I was skeptical. I’ve seen projects like this come and go with high hopes and little substance. But looking at it today, I’d say that OpenSim is poised to become a vital part of every builder’s repertoire.

OpenSim

Open source grid server

OpenSim is a backend server that utilizes the same protocol as Second Life to communicate with 3d clients such as the Second Life viewer. Because it supports SL’s protocol (via libsecondlife), it can be used with the official viewer from Linden Lab and it implements services that are similar to LL’s commercial grid.

What this means for builders is that it is now possible to run a limited, but functional equivalent of the Second Life main grid on your home computer, completely separate from Second Life and without the cost of tier or the need to connect across the internet. It’s not completely stable yet and many things are missing, but to my delight, it does actually work.

Visit a public grid

Nice build on the OpenlifeGrid
OpenlifeGrid

A good way to try OpenSim is to visit one of the public grids that are forming on the internet: OSGrid and OpenlifeGrid are two good examples. You’ll have to create a new account on their websites first, but then it is relatively simple to launch the official SL viewer and connect to these OpenSim grids. The websites for both of these grids include FAQs and forums to help you get started.

Do it yourself

You can also run OpenSim on your own computer by downloading OpenSim directly from opensimulator.org or by getting a somewhat more user-friendly Ready-To-Run version from openlifegrid.com. But I recommend going to one of the public grids first to get an introduction. For example, OSGrid has a good orientation center at Wright Plaza with posters that describe some of the finer points.

Orientation Center at Wright Plaza
Wright Plaza — OSGrid

Prim Composer

So, what does all this have to do with Prim Composer?

Freedom!

OpenSim gives us the freedom to build when and how we like. It provides a cost-free way of seeing how our builds will look in Second Life with no file upload charges. And we can demo large builds to clients without having to own or rent a sim in SL.

Greater dependence on libsecondlife

Support for OpenSim will require a change in the way prims are exported by Prim Composer to Second Life (and now OpenSim). Previously, my focus was on building a LSL-based importer which would be augmented by libsecondlife to allow easy uploading of the images and notecards needed by the LSL script.

With OpenSim in the picture, this is no longer a viable option, since LSL support in OpenSim is very limited. At some point in the future, LSL will work for this, but not right now. Essentially, this moves the focus from LSL to libsecondlife. Now, the entire import process will be driven by libsl.

Delayed release

The primary impact of this is that it will take me a little longer to finish the first version of Prim Composer, but it will also have more functionality than was originally planned for the first release. Basically, it pushes it out by about a month.

Max9 Required

Another big change is that I’ve decided that the first version will require Max9 or above. Max8 and below might be supported in a later version, but no guarantees. Please leave a comment below if this is an issue for you. I need to gauge how large is the demand for older versions.

The reason for making Max9 the minimum supported version is that .NET support was added in that version. The shift to libsecondlife puts a greater emphasis on .NET as well as XML (since libsecondlife supports an export format that is in XML). All of this is easier and cleaner with Max9’s .NET integration.

Update (June 2008): The first version of Prim Composer will not require Max9, but future versions might for all features to work.

Coming in Q2 2008!

Yes, it really is almost here. Just a little bit longer. It will be worth the wait! :-)

SculptGenMax 1.0 RC4 Released!

5
Mar
2008

1.0 RC4 - Improved Usability, New Installation Procedure

ScultGenMax Homepage

WHAT’S NEW

  • New Feature: Improved Usability - save your settings! SculptGenMax remembers your choices!
  • Enhancement: Source code has been completely reorganized to support Prim Composer. Requires a new installation procedure.

Save Your Settings

RC4 has a new “Save Settings” menu
Save Settings!

RC4 brings greatly improved usability. You don’t want to use “proportional” because it reduces sculptmap detail? No problem. Uncheck “proportional” and save your settings. You’ll never have to worry about it again! RC4 will remember your preferences and restore them the next time you run 3ds Max.

Here’s a quick list of the usability changes in RC4:

  • Save your settings! New “Settings” menu allows you to save your settings between different 3ds Max sessions.
  • SculptGenMax also remembers your settings if you close the dialog and re-open it within the same 3ds Max session.
  • Improved visual clues. The X, Y, and Z fields under proportional are now blanked whenever a sculptmap is loaded from a file or the dialog settings are changed. This provides a visual clue that the bitmap being displayed was not generated with the dialog’s current settings.
  • Imported objects are named after the sculptmap. So, if you load a sculptmap named “banana.bmp”, the imported object will be given a name such as “banana.bmp01″. This helps you keep track of the sculptmap that was used to create a particular object.

New Installation Procedure

Copy the primcomposer directory into stdscripts
Copy primcomposer directory to stdscripts

The source code for RC4 has been reorganized to better support the upcoming product: Prim Composer (see next heading). While this doesn’t change the way SculptGenMax works, it does require a small change in the installation procedure.

Previous versions of SculptGenMax were packaged as a single .ms maxscript file that you simply had to execute. RC4 is packaged as several files, some of which have to be copied into place before you start 3ds Max. An installer is planned, but not yet available. Until then, we will have to install SculptGenMax manually using the following procedure:

  • Quit 3ds Max if it is running.
  • Copy the “primcomposer” directory that comes with SculptGenMax into 3DSMAX_HOME/stdplugs/stdscripts/ (where 3DSMAX_HOME is the directory in which 3ds Max is installed). If this is done correctly, then there will be a directory stdscripts/primcomposer/ that will contain several files such as sculptie-mapgen.ms and sculptie-import.ms
  • restart 3ds Max
  • in 3ds Max, MAXScript>Run Script…, and select SculptGenMax.ms in the file dialog and press “Open”.
  • if this is your first time installing ScultGenMax, you will also need to create a custom button. Refer to the installation instructions for more info.

Basically, the installation is the same as before, except that you now have to copy the primcomposer directory to stdscripts. Post a message in the support forums if you have problems.

Prim Composer is Coming!

Source Code reorganized to support Prim Composer
Source Code Reorganized

As mentioned, the source code for RC4 has also been completely reorganized so that it can be used in conjunction with the upcoming release of Prim Composer. Many of you have been anxiously awaiting Prim Composer, but in case this is new, here’s a brief explanation.

Prim Composer takes building to the next level in 3ds Max. It is a complete offline building environment that supports both sculpties and conventional prims.

  • Create sculpties in 3ds Max.
  • Create traditional prims in 3ds Max such as boxes and spheres using the standard SL parameters such as cut and hollow.
  • Select a group of sculpties and prims within a 3ds Max scene and scale them as a group using the mouse. Scaling works automatically to limit the size of any prim in the selection so that no prim gets too large or small to be a valid prim in SL.
  • Export the 3ds Max scene of sculpties and prims to disk and import them automatically into Second Life as a single object. Size, location, and rotation of prims is automatically preserved so that the resulting set of prims in Second Life looks exactly the same as in 3ds Max.

Well, that’s the goal, at least. The first version will require some manual intervention such as creating and pasting notecards and uploading images. But the plan is for all of this to be automated as much as possible using things like libsecondlife or perhaps a modified client. And the first version will not support texturing. You will still have to manually texture the prims in SL once they’ve been uploaded.

But it is still a huge leap forward for SL building in 3ds Max. And it’s coming very soon now! The changes in SculptGenMax 1.0rc4 make it possible for Prim Composer to delegate to SculptGenMax for common tasks such as importing objects and generating sculptmaps.

Stay tuned!

Prim Composer for 3ds Max

13
Dec
2007

Prim Composer for 3ds Max

– Prim Composer —

1.0 beta 2 AVAILABLE NOW

Description

Prim Composer is complete offline building environment for Second Life and OpenSim. Build in 3ds Max; Deploy to either Second Life or OpenSim.

  • Create and edit a scene of prims in 3ds Max.
    • Prim Types: Sculpties and all parametric prims (box, sphere, …) are supported. Parametric prims are manipulated using the standard SL interface (cut, hollow, …).
    • Constrained scaling: scale prims using the standard 3ds Max mouse-driven tool. Prims are automatically constrained to the target environment’s prim size restrictions.
    • Grouping: grouped prims within 3ds Max are exported to target environments as linked sets.
  • Export all or part of the 3ds Max scene to Second Life or OpenSim via an automated libsecondlife bridge.
    • WYSIWIG: shape, size, rotation, and relative positioning of prims is preserved. Grouping is preserved as linked sets. Support for texturing is planned, but not yet implemented.
    • World Attributes: world attributes such as permissions and physics can be set in 3ds Max and are preserved during the export process.

Requirements

  • 3ds Max: Max7 or greater
    • Note: Future versions of Prim Composer might require Max9 for full features.
  • Import to SL requires .NET 2.0
  • OpenSim (optional): minimum Revision 5222 from subversion or the Official 0.5.8 Build from here.

Acknowledgements

Prim Composer is an extension of my previous work on SculptGenMax.

It incorporates and extends Darrell Duffy’s (aka Windyweather VanAlten) excellent SLPrims for 3ds Max which is based on Jeffrey Gomez’s pivotal Offline Builder for Blender.

It uses libsecondlife for its integration with Second Life and OpenSim.

Huge thanks to Darrell, Jeffrey, and the libsecondlife team!

And, of course, this wouldn’t be possible at all without Linden Lab. I applaud them for making the controversial decision to embrace libsecondlife and for having the courage to opensource the client. Windlight, sculpties, mono, Havok… Nice!

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